Okay all rested up and ready to go. Last Thursday I had my first programming test at the University, and I felt really good about it. It doesn't hurt that I have years and years of programming experience but I the professor posted the score online and I got an A! Wooohoo! Okay enough bragging... This past week like I mentioned I took it easy but we still got some goodies. Level cap is now 90, and after the 7th gym I believe we will reach 100. My point of view is that I won't raise it past 100 just to keep in line with the games. I also fixed Eruption, a level 85 move that Entei learns, and the sponsor got around to making a code for Tangela so I put that in.

This week we will have a story level involving Gary and one of the legendary birds! I will also make a cooperative version of this same map for multiplayer. A lot of people have been asking for a co-op level and I thought this "boss" level would be a good fit. I'm also going to be having a new mystery gift pokemon, new ability, new achievement, and some new TMs! So I think you guys will really enjoy this update! Also I think a lot of you will ask... you can NOT capture the legendary bird on this level. You will be able to catch them after you learn Surf so be patient :)

PTD First Look by GraphicForce!

Weekly Progress for PTD:

Choose who to trade my Shiny Tauros to (100%) - Account name is samO - Traded Bk for his all Shiny and all level 80 - Nidoking, Charizard, Golem, Gengar, Dragonite, Exeggutor!Choose a new pokemon to trade (100%) - Shiny Mew! Looking for Psychic pokemon!New Story Level (100%)

Made it possible to click on your towers when they are close or under the money and wave info text (100%)

Achievement for Shadow Grimer Typo (100%) - Misspelled Grimer's name

Change in the attack Curse (100%) - When a ghost uses the move, cap the amount of damage done to the target by 1/4 of the users life.

Weekly Progress for HTD:Add Males into the game (100%)

Add male animations (100%)

Add male armor (100%)

Make the focus target apply to all units (100%) - If the focus is out of range then target as normal.Add New Sound Effects (100%)Fixed an issue with doing another move while one is on cooldown (100%)Out of Range text when you target a unit that is out of range (100%)Native skill tweaks (100%) - Increase cooldown and remove all countering type debuffs on target.Range graphic tweak (100%) - Make it an outline instead of large translucent circle.Wand tweak (100%) - Only have one character wield the wand and the sword.

Today was short and sweet, so let me know what you think! Also I'm assembly a sort of wish list for PTD 2 so if you have any ideas as far as what you want to see in the game, post them below! Thanks, and let's have a great week!

Another week, another new release for HTD (and another late post, sorry about that). Fire is back and Shadow is still here. You will now have a character with all Fire skills, another with all Shadow skills, and the last with a mix. This gives you an idea of how your characters can have different skill setups and allows you to play around with each. The effect of the Shadow skills is now more apparent with it's new graphics, namely the DaT effect of Shadow. We've also added some cooldown visuals so you know what's going on when the skill you're spamming isn't triggering. There are also some new (re-colored, lawl) whelps flying around, they are a little older than the other ones so we've nerfed the younger original whelps to only be able to melee while the new ones can spit fireballs and will melee when someone is close to them.

-Added new Native Skill graphics for Fire and Shadow, they are no longer just glows that grow

-Made one hero all Fire, another all Shadow, and the last a mix which randomly picks which NS to use and which other two skills to use as well as which skill slots to put them in between 1 and 2 (so sometimes magical skills like the fireball and shadow bite will be in skill slot 1 for example)

-Added new graphics for Shadow skill icons and effects

-Added a new red whelp that is stronger than the original whelp and will attack you with fireballs unless you get close to them

-Nerfed original orange whelp so that they can't spit fireballs anymore and only melee attack

-Implemented Elemental Countering, currently with only two types of elemental skills this isn't going to be very noticeable but the Fire Native Skill (NS) will erase the Shadow NS because Fire counters Shadow (Currently only NS counter eachother, other skills are left alone for now). However, your heroes are clever (well a little anyway) and won't use their NS on a target that already has another NS on it unless it's the same type, otherwise they'll attack the target using one of their other skills.

Each week I'll list and update the descriptions for the current skills available in the game. That way you guys know what they actually do (eventually there will be in-game descriptions). I'll just provide a brief description for now because the actual damage values and such will be changing a lot as we tweak them. You'll be able to see them in the future though.

Key Terms:

Direct Damage (DD) - Causes full damage instantlyDamage over Time (DoT) - Causes continuous damage over a period of timeDamage after Time (DaT) - Causes damage after a period of time has passed

Here are descriptions for the current skills in the game:

Fire:

Burn (Native Elemental - Stackable DoT - Fire Burning Man Icon) - Sets your target on fire causing it to take continuous damage. Stacks up to five times. Grants the caster a Fire Charge that increases their Fire Damage. A character can hold up to five charges at a time.

Infliction (Native Elemental - Stackable DoT - Shadow Consuming Man Icon) - Inflicts your target with Shadow decreasing it's Physical and Magical Defense. Stacks up to five times. Grants the caster a Shadow Charge that increases their Shadow damage. A character can hold up to five charges at a time.

Kevin currently has a poll going on his blog, KXN @ HTD for determing what order we'll be adding the elemental skills in (Ignore the The Second Element title, he's just extending the time and it won't let him change it). Shadow was winning originally so we did that as the second element already.

On a final note, if you haven't been to Kevin's blog let me provide you with a glimpse of the revised Human Male who will be join the battle soon!

Revised Human Male

Thanks again for all the support guys! As always feel free to leave any suggestions, ideas, or just plain feedback that you might have in the comments!

WOW, what that was a crazy week! So many new pokemon to catch! I think we have all been waiting for the Safari Zone just for the vast amount of new pokemon. Many of you wanted a Rock Tunnel kind of level but in the end of it I felt that it wasn't really needed. I thought the "Joey" mechanic would be enough to make the level feel fresh.Granted it wasn't perfect on the first try... Due to the quick feedback of you guys I was able to tweak how it works and I think it's in a pretty good spot. Some of you think it's too easy now but I still think that it's providing enough challenge without being incredibly frustrating.

So last week we also had a poll about shadow pokemon's experience gain. While the results were clearly in favor of giving shadow pokemon the similar experience boost as shiny, there was a big public outcry about it so I wanted to tell you guys how I felt about the whole thing and what I ended up doing.

Okay so what I ended up doing was that Shadow pokemon will earn the same experience as a Normal pokemon. COMPROMISE! Some will say "Sam I can't believe you did that, the poll was clear! Why did you give in again!" To understand my reasoning we have to look at why I added Shadow pokemon in the first place. Shadow pokemon were added so that people that people had something to trade to people that had hard to catch or adoption only pokemon. Also to add another layer of collection, something to reward the player, and to promote trading. So when doing this I thought what can I do to make them different in a way that they wouldn't be overpowered in battle. The reason I don't want them to be overpowered in battle is that I don't want player to feel like they need to use a shadow pokemon to gain the greatest edge in battle. I want the player to choose which type of pokemon they want to use in battle. So since shiny gain more experience I thought wouldn't it be kinda cool if shadow pokemon earned less. It seemed to fit the whole shadow motif. Unfortunately people viewed shadows in a negative light because of the decrease in experience. So I decided to remove this negative factor in them. I hope that explains what is in my head.

After such a long week of things to do I broke a promise.. and this week I will do it! I will finish the Pokemon Center's new look! Besides that we are going to take it a little easy so that I can finish that darn thing and so I can rest a little bit.

Weekly Progress for PTD:

Finding a way to make players be able to get 1 Shadow Pokemon per week on their account (100%) - Essentially the new Daily Gift Rare prizes will enable you to get one in at least 7 days or sooner.Give out my current pokemon that is being traded, Shiny Shellder (100%) - Traded it to "newtothegame"! He traded my Shadow Gyarados, Shiny Starmie, Shiny Goldeen, Shiny Tentacruel, Shiny Gyarados, Shadow Starmie!Put out a new trading pokemon on my account samO (100%) - I put a Shiny Tauros! Give me your best offers!Rework Daily Code prizes (100%)- This is coming thanks to all your feedback! I simplified the prizes, to just casino coins and SnD Coins. That way you can use the coins to buy what you want instead of getting something that you already have.

New Pokemon added on v5.6 (100%)

Implement in Adoption (shiny and battle ready) (100%)

Implement Shadow in Daily Gift and Casino Corner (100%)

Remove Shadow NPC Trade pokemon from the Daily Gift and Casino Corner (100%) - Meaning the only way to get Shadow Mr. Mime, Shadow Jynx, and so on will be from trading a shadow for it in game. All who have those pokemon already will keep them.Remove Shadow Pokemon that you can get from achievements from the Daily Gift and Casino Corner (100%) Pokemon Center new look (85%)Fix a bug with the move Eruption (0%) New Mystery Gift (100%) - Pokemon Tangela!

Add stats to game (100%)

Add Graphic (100%)

Add Shiny Graphic (100%)

Add Shadow Graphic (100%)

Add New Moves (2) (100%)

Ingrain (100%)

Tickle (100%)

Implement TM/Relearn moves (100%)

Implement in Adoption (Battle Ready and Shiny) (100%) - Note that you will need to play v5.7 for Tangela to properly work.

Implement in Shadow in Game Corner (100%) - Note that you will need to play v5.7 for Tangela to properly work.

Implement in Trading Center (100%)

Implement in Save Code (100%)

Level Cap Raised To 90 (100%) - JabXIII asked for it!

New Move: Eruption (100%) - Entei level 85

Implement in Game (100%)

Implement in Save Code (100%)

Implement New Moves in Pokemon Center's list (100%)

Fixed a problem on the Daily Gift, when you win an SnD Coin it would show the wrong message (100%)

Weekly Progress for HTD:Show move cooldown in the UI (100%)Have some units have Fire skills and some have Shadow skills, the last one have a random combination of both (100%)Add new Whelp Behavior (100%)Implement new graphics for the Shadow Moves and Shadow Icons (100%)

Let's keep this going guys, we are close to the end! As always let me know what you think!

First I wanted to point out that Fire skills have been temporarily removed due to some technical issues that couldn't be resolved before this small update but we have the Shadow skills ready for you guys to try out and decided to just throw those in for now. Don't worry, they'll be back ASAP (probably next update). :)

What's New:

-Fire skills temporarily removed

-Added Wand Weapon (Currently only used when casting the Shadow Bomb skills)

-Added beacon graphics for showing current hero and currently focused target selection

-Added Shadow Skills. You'll probably notice the graphics for the effects and icons are just recolored versions of the Fire graphics, these are just placeholders for now.

The Shadow Skills work a bit differently than the Fire Skills. I'll give a description of the current three skills for each element as we release them so you guys know what they do (eventually there will be descriptions in-game). I'll just provide a brief description for now because the actual damage values and such will be changing a lot as we tweak them. You'll be able to see them in the future though.

Key Terms:

Direct Damage (DD) - Causes full damage instantly

Damage over Time (DoT) - Causes continuous damage over a period of time

Damage after Time (DaT) - Causes damage after a period of time has passed

Here are descriptions for the Fire and Shadow skills:

Fire:

Burn (Native Elemental - DoT - Fire Burning Man Icon) - Sets your target on fire causing it to take continuous damage. Stacks up to five times. Grants the caster a Fire Charge that increases their Fire Damage. A character can hold up to five charges at a time.

Infliction (Native Elemental - DOT - Shadow Burning Man Icon) - Inflicts your target with shadow decreasing it's Physical and Magical Defense. Stacks up to five times. Grants the caster a Shadow Charge that increases their Shadow Damage. A character can hold up to five charges at a time.

Something you may have noticed is that these Tier 1 skills are a bit similar to eachother. This is because there isn't a general auto-attack. Your characters are always doing a skill of some kind and with five different elements we needed a way to simply let you do JUST a melee/ranged Shadow Physical attack (Dark Strike) or JUST a Fire Magical attack (Fireball). I've mentioned in the past that we want all the skills to be viable in most situations as opposed to having a higher tier skill that just trumps all previous skills thus causing you to only ever want to use that one single skill. So with Tier 2+ skills you'll start to seeing the skills differentiate from eachother based on how each element's strengths and weaknesses start to come into play.

Currently in the Works:

Re-implementing Fire Skills

Revised Human Male

Water/Nature/Light Elemental Skills

Character Selection

Character Customization

Character Skill Selection

Interface Additions

And More!

Kevin currently has a poll going on his blog, KXN @ HTD for determing what order we'll be adding each elemental skills in (Ignore the The Second Element title, he's just extending the time and it won't let him change it). Shadow was winning originally so we did that as the second element already.

Let us know what you guys think and what we can do to improve HTD in the comments, thanks!

This is an exciting week here at Sam and Dan Games! Safari Zone is coming! SEVEN new pokemon to catch! Tons of new moves, new evolutions, new level and more! I also just released version 5.5, it has a new gym level Fuchsia Gym, a new mystery gift pokemon, Grimer, new achievements and a new ability. I added the swf, apk, and exe. So go ahead and play that and enjoy the level. We are still searching for our programmer so read below if you are interested in applying.

This programmer position will let you work with Dan, Kevin and I on all the latest projects that we have here on Sam & Dan games have going. Be a part of our team! We are in need of programming in pretty much all the areas of game development so if you are an expert in gameplay, interfaces, or tool building apply today!

Here are the requirements.

Must be 18 years or older.

Must have at least a year experience using Action Script 3.

Must have mastery of OOP.

Must have Adobe Professional CS5.5 or compatible software.

Must have a passion for Gaming.

Must speak and write fluent English.

These next ones are things are pluses that will make you more likely to be considered:

Have published a successful Action Script 3 Flash game on the web.

Have worked on a published game using different languages and engines.

C++, Java, C#

So there you go, like the artist position this is a paid position. Here is what we want to know from you:

Your experience in programming: What languages, how long, etc (Do you meet the requirements?)

Examples of your work: Published games, tools, widgets, etc (Do you have any of the plusses that we are looking for)

Why you want to work with us? and why should we pick you? (We want to see your passion!)

So let the search begin! I'm looking forward to the applications!

PTD Firstlook by GraphicForce

Weekly Progress for PTD:

New Story Level (100%) - Safari Zone!

Level Intro (100%)

Level Layout (100%)

Level Wave (100%)

Level Ending (100%)

New moves for Joey - Bait and Rock (100%)

New Pokemon "Joey" (100%)

New Pokemon to Catch (84%)

Normal Graphic (100%)

Shiny Graphic (100%)

Shadow Graphic (100%)

New moves (14) (100%)

Uproar (100%)

Acupressure (100%)

Slack Off (100%)

Heal Pulse (100%)

Memento (100%) - Forgot to add it for Grimer, but here it is :)

Wood Hammer (100%)

Egg Bomb (100%)

Bullet Seed (100%)

Barrage (100%)

Softboiled (100%)

Refresh (100%)

Hammer Arm (100%)

Dizzy Punch (100%)

Work Up (100%)

Implement Stats (100%)

Implement Evolutions (100%)

Implement in Pokedex (100%)

Implement TM/Relearn Moves (100%)

Implement in Save Code (100%)

Implement in Trading Center (100%)

Implement Shadow in Daily Code and Game Corner (0%)

Implement in Adoption (shiny and battle ready) (0%)

Implement Move Names in the Pokemon Center's list (100%)

New Achievement (100%)

Implement in game (100%)

Implement in server (100%)

New Ability (100%) - Inner Focus

Implement and add to Zubat, Golbat, and Dragonite (100%)

New Mystery Gift (92%) - Pokemon (Will come out on Tuesday!)

Normal Graphic (100%)

Shiny Graphic (100%)

Shadow Graphic (100%)

New Moves (100%)

Implement Stats (100%)

Implement in Pokedex (100%)

Implement TM/Relearn Moves (100%)

Implement in Save Code (100%)

Implement in Trading Center (100%)

Implement in Adoption (shiny and battle ready) (0%)

Implement Move Names in the Pokemon Center's list (100%)

Pokemon Center new look (70%)New Multiplayer features (100%) - You can now see who you are battling against, you can see their account Nickname and current profile avatar.Rework Daily Code prizes (0%)- This is coming thanks to all your feedback!Fix Shadow Pokemon not staying on the pokedex after you trade them (100%) - It's actually fixed now! I promise! (On v5.6)Fix Rock Tunnel sending you to the wrong chapter if you lose the level (100%) Pokemon with moves such as Celebi's Heal, Muk's Gas, Kyogre's Rest will have their move turned into Protect (100%) Fix Exeggcute having two Sleep Powder in his relearn list (100%) - Thanks to those who pointed it out!Change Shadow pokemon's experience gain (100%)Fixed bug that would revert new pokemon to pre-evolutions once you reloaded your game (100%)Using Bait in the Safari Zone will now make the pokemon heavy and tired (100%) - Bait will now also lower their speed, so your first rock hit will take them back to normal since it cancels out the lower speed debuff.Make Bait and Rock move have a faster moving animation (100%)Rock now has a 30% chance of making the pokemon speed up. Down from 100% (100%) Fixed restoring your last picked party after ending the Safari Zone Level (100%) - Thanks Link!

The next HTD update is now available! For this update We started implementing the interface and user controls for the skills. The interface still has a ways to go but it's a good start. I'll list the changes here:

What's New:

-Fixed swapping character locations with the civilian

-Added a custom cursor (hand/glove)

-Added zoom controls to the top-right corner. The keyboard shortcuts (numpad + and -) still work.

-Prettier health meters

-You can now click on the characters to select them. You can also click on character portraits which will select the corresponding characters. Currently selected characters will be highlighted.

-Made it so you have to drag characters slightly before triggering the move command. This makes it so when clicking on them for selection that they don't jump positions.

-Select an enemy to make your currently selected character focus fire on that target (A focus icon will appear). This means they will only attack that specific enemy and not whatever enemy happens to be closest.

-Skills are now available to cast manually. All characters currently have the same skills but clicking on one gives you the ability to target an enemy manually. Your character will stop auto attacking so that it doesn't keep triggering cooldowns on you. When you are in targeting mode your cursor will change to a crosshair and you will see the skill's range and clicking anywhere but on an enemy will do nothing. If you want to cancel out of using a skill just click the skill icon again and the character will return to auto attacking.

Note: Using the fire strike skill (flaming sword icon) will either perform the skill using melee (sword) or ranged (kunai) depending on how close the enemy is.

In the Works:

Revised Human Male

Other Elemental Skills

Character Selection

Character Customization

Character Skill Selection

Wand Weapon

Interface Additions

And More!

So have fun with this new release, it's still in survival mode so there's no beating it but play around with the new features and see what you think. Feedback is always welcome so be sure to leave all your questions, suggestions, and ideas in the comments section!

Also don't forget to check out Kevin's blog, KXN @ HTD for more HTD related stuff including the current poll to decide what elemental he should start designing effects and icons for next!

-Dan

Need Programmers!

Looking for new people that want to work with us is actually a pretty hard ordeal. We had many great applications for the artist position and we were fortunate to find Kevin which has shown that he has what it takes. With artist the quest of finding one is a lot simpler, since with art what you see is what you get. With programming it's not quite as easy as looking at a portfolio. But let's do it anyways. This programmer position will let you work with Dan, Kevin and I on all the latest projects that we have here on Sam & Dan games have going. Be a part of our team! We are in need of programming in pretty much all the areas of game development so if you are an expert in gameplay, interfaces, or tool building apply today!

Here are the requirements.

Must be 18 years or older.

Must have at least a year experience using Action Script 3.

Must have mastery of OOP.

Must have Adobe Professional CS5.5 or compatible software.

Must have a passion for Gaming.

Must speak and write fluent English.

These next ones are things are pluses that will make you more likely to be considered:

Have published a successful Action Script 3 Flash game on the web.

Have worked on a published game using different languages and engines.

C++, Java, C#

So there you go, like the artist position this is a paid position. Here is what we want to know from you:

A new week a new adventure in video game development here at Sam & Dan Games. Since the explosive popularity of Pokemon Tower Defense things have changed a lot for Dan and I, and we decided from the beginning that we wanted to make a different kind of game company. Most game companies follow a similar path of developing the game internally for a number of years and then release it into the public making only slight changes based on user input. This method is not incorrect by any means. The developer has a vision of what he wants for the game and takes his time (or however much time he can afford to spend) to make it as close to his vision as possible. They do play test with gamers and non-gamers. I can imagine. to gather some feedback on the game. The process is proven and many companies use it to great success. But we knew that if we wanted to stand out and provide something unique to our players we needed to be different.

So we thought about what we would like other companies to do, or what were new independent companies doing that we really liked. One such person/company was Markus Persson aka "Notch" from Mojang and their hit game Minecraft. While I'm not an avid Minecraft player, as a game designer I can see the appeal of the game. But what really sticks out for me is the method in which the game was released and updated. If you haven't noticed we followed a very similar approach with Pokemon Tower Defense. Releasing a game in it's early stages is a risky thing to do. What if somebody steals the concept? What if players are turned off by an incomplete game? These are all things to keep in mind while using this process. To me it means that I get to know how the players feel about your game at a stage were you can still make changes to it. Pokemon Tower Defense is really close to being done, and your feedback as been integral in the making of it. Sometimes you picked which avatar we should get, or if Joey should battle somebody, even which direction we should head in. Those were choices that I gave you guys to directly affect the game. But your emails and comments gave me great insight into which direction you the players wanted to take it in. While I didn't follow every little request (that would be a horrible thing to do) I did follow request that I felt and many felt should be implemented.

We are getting close to the end of PTD 1. 3 more badges to go until the final showdown, very little new pokemon to add until all 151 are in the game, and less than 100 new moves to add. This game belongs to all of us that have participated in creating it. Even those who are no longer around but helped in past times. Because the game is near completion, you won't be seeing a lot of new features most of the focus will be on finishing what is already there. So what's next for us?

My main priority right now is finishing the PTD story mode. This will grant everybody access to the original 151 pokemon. My main goal with this game was to make a good pokemon tower defense game and I think I have accomplished that but it's still not completed. While I'm finishing PTD I will work with Dan and Kevin on Hero Tower Defense. On top of that I'm going back to school! Starting this week I will be taking two college courses on my way to finishing my Computer Science degree. The great thing about being an independent developer is that you can set your own schedule and work around things in your life. So I will have the task to balance game development with going to school, doing the homework and studying for test. Life is all about balance!

So when PTD story mode is finished I will move the focus to HTD and really try to get that game going. Just like PTD we will be showing you the game as we make it so that you guys can give us your feedback. Once the game is in a good playable form with some levels ready we will deploy it to websites such as newgrounds, playtowerdefensegames, etc so that we can attract new people that are interested in that game. But I never like just working on one game... So while working on HTD and HTD being the main focus I will work on... Pokemon Tower Defense 2! Yes you heard it right! The sequel to PTD is officially announced! The game will focus on the 2nd Generation of Pokemon from the Johto Region and along with all that many of new features that you guys have been requesting:

100 new Pokemon to capture and raise

New Story Line

Held Items

Pokemon Genders

Pokemon Breeding

Eggs

Day Care

Day and Night Cycle

Different Pokeballs

More Items

More Achievements

Better Interface

Being able to transfer your old pokemon from ptd 1 into ptd 2

More Avatars

and more!

As I said before Hero Tower Defense will be the main focus after PTD 1 is done but PTD 2 will be worked on by me and a few other people at the same time. Along with this game I will be working on other side projects that will take a lot longer to show to you guys. Which brings me to my new next point, we need a programmer!

Looking for new people that want to work with us is actually a pretty hard ordeal. We had many great applications for the artist position and we were fortunate to find Kevin which has shown that he has what it takes. With artist the quest of finding one is a lot simpler, since with art what you see is what you get. With programming it's not quite as easy as looking at a portfolio. But let's do it anyways. This programmer position will let you work with Dan, Kevin and I on all the latest projects that we have here on Sam & Dan games have going. Be a part of our team! We are in need of programming in pretty much all the areas of game development so if you are an expert in gameplay, interfaces, or tool building apply today!

Here are the requirements.

Must be 18 years or older.

Must have at least a year experience using Action Script 3.

Must have mastery of OOP.

Must have Adobe Professional CS5.5 or compatible software.

Must have a passion for Gaming.

Must speak and write fluent English.

These next ones are things are pluses that will make you more likely to be considered:

Have published a successful Action Script 3 Flash game on the web.

Have worked on a published game using different languages and engines.

C++, Java, C#

So there you go, like the artist position this is a paid position. Here is what we want to know from you:

Your experience in programming: What languages, how long, etc (Do you meet the requirements?)

Examples of your work: Published games, tools, widgets, etc (Do you have any of the plusses that we are looking for)

Why you want to work with us? and why should we pick you? (We want to see your passion!)

So let the search begin! I'm looking forward to the applications!

Okay.. So this has been a long post but I haven't really expressed myself fully recently and I wanted to get some stuff out there :)

Now on to the Weekly Progress! I won't reveal too much of what it will be on, the PTD First look by GraphicForce will take care of that. You can expect that (the first look) by the middle of the week.

PTD First Look Video for v5.5

New Story Level (100%)

Level Intro (100%)

Level Layout (100%)

Level Waves (100%)

Level Ending (100%)

Implement in game (100%)

New non capturable pokemon (100%)

Add graphic to game (100%)

Add stats to game (100%)

New Achievement (100%) - Celadon Challenge!

Implement in game (100%)

Implement in server (100%)

New Ability (100%) - Sand Veil - Sandshrew, Sandslash, Digglet, Dugtrio - Sand Veil increases the evasion of a Pokémon in a sandstorm and if on a Pokémon whose type does not already, grants immunity to damage taken from sandstorms.

Alright, we're back! The first release of HTD was rather well recieved considering the low amount of content. I think pretty much everyone knew that's how it was going to be though and nearly all the feedback was written accordingly so it was very helpful as always. Several of you pointed out that bug where you could swap locations with the damsel in distress, sending her to the front lines to fend for herself lol. We're really glad you guys enjoyed it though and we got a lot of good comments and suggestions, so thanks for that!

Now to fix that low content problem. We'll be releasing updates for HTD as often as we can. On average I'd say every 1-2 weeks but we're not guaranteeing anything because we'd rather take our time to do things correctly instead of rushing things out. Sometimes things might take a little longer than usual because we're making everything from scratch and trying to keep everything original. We're also still finding our groove as far as having a steady workflow which will allow us to schedule things more accurately. So it'll be a little up and down at first but figuring all this out is part of the fun!

Currently we're working on the next update which we hope to have ready for the next HTD post on Thursday. A few things on the to-do list are a refined interface with better portraits and more information displayed, skill and cursor icons, clickable skills which will allow you manually use them on specific targets, separate heroes that you can customize a bit so that all 3 aren't identical, a male hero, and more! We'll see what actually ends up making it into the update but we're working hard to get as much done as possible.

In the meantime continue having fun with the initial release and don't forget to see some concept HTD art Kevin's currently working on at his blog, KXN @ HTD!

We always welcome feedback from our fans so leave any suggestions, questions, or ideas you guys might have in the comments!

Hello everybody! Haven't seen you guys in a year!.... Okay enough lame jokes, I don't know about you guys but I've been waiting for this day to come. After a long two week break we are back to action here at Sam and Dan games and we will be bringing you the goods!

First I hope you guys had a fun and safe New Years, I enjoyed mine quite a bit and I'm excited for what this new year will bring, besides the end of the world... just kidding!

On a side note, we are removing all the free Ninja-ja Gift from buying SnD Coins, I appreciate everybody who bought the coins early when the game wasn't as developed. The gifts were a special bonus that we wanted to give you guys but they were only for a limited time. Prices have not changed, so you get the same amount of coins for the same prices. Thanks!

Okay so let's get down to business. The Pokemon Center is slowly but surely getting renovated, the process for it is very tedious so bare with me while I crawl through getting that done.

So after spending time in Saffron, our heroes, you and Joey will have a tough decision to make. Which way should they head to Fuchsia City? Well I decided to let you guys vote on it! Cause that is how we roll... and you guys choose to head South of Lavender Town! What this means is that we will be going down Route 12, 13, 14 and 15 to get to Fuchsia.

Shadow Mew Graphic Fix (100%)New Security stuff (100%)When saving you will now get the proper error message if you have logged in the trading center while playing (100%) Increase the Battle Ready Pokemon's level to the cap (100%)Fix issue with Shadow pokemon in the pokedex (100%)Put any missing pokemon in the adoption center (100%) Added a new database to hold user data, already filled up 3 databases (100%) Fixed a bug that was causing Challenge Mode Levels to be beaten by beating Rock Tunnel (100%)Make logging in faster by separating your pokemon being loaded by box (0%)Finish Pokemon Center's Layout (70%)